GZDA Weapons Mod | RC1-B3 in Projects Forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
well, i'm more or less finished with the minigun, just need to work on the rocket launcher, plasma rifle and bfg. i hope to have an update tomorrow.PhAyzoN wrote:So the max bullets is 380? I though you were keeping 400max+20pistolclip+200chaingunbelt? This'll be interesting
When can we expect an update?

edit: i guess if you count what's loaded in the weapons, there will be 620 bullets total.

edit: well, i decided to throw up the latest version i have thus far. bare in mind that i have only finished the minigun. weapons 5 - 7 have generic reload states that do not have actual reloading frames yet. i'm having some difficulties with the plasma rifle and bfg. let me know what you think of the minigun, however. i should have the rest of the weapons done this week. i still have version 0.5 up since that was the last "complete" version. version 0.5cne is just what i have done so far.

- Bio Hazard
- Posts: 4019
- Joined: Fri Aug 15, 2003 8:15 pm
- Location: ferret ~/C/ZDL $
- Contact:
- Da Spadger
- Posts: 438
- Joined: Thu Jan 05, 2006 10:12 am
Pretty good so far. Since the beggining I felt the plasmarifle needed this:
http://www.freewebs.com/dragons_rage_hq/Plasma.rar
(Right-Click -> Save As)
EDIT: I saw you used my changed plasma code
EDIT2: Critical flaw with BFG. You cant switch to a different weapon if you use all the ammo with the BFG.
EDIT3: When the plasmarifle is out of ammo and you select it, the idle animation doesnt play.
Spoiler:
Spoiler:
Spoiler:Ugh have to do this the hard way, my 88.5KB attachment is bigger than 256KB apparently >_>
http://www.freewebs.com/dragons_rage_hq/Plasma.rar
(Right-Click -> Save As)
EDIT: I saw you used my changed plasma code

EDIT2: Critical flaw with BFG. You cant switch to a different weapon if you use all the ammo with the BFG.
EDIT3: When the plasmarifle is out of ammo and you select it, the idle animation doesnt play.
the only change i made was the damage as you suggested.PhAyzoN wrote:EDIT: I saw you used my changed plasma code
i will look into this. edit: fixed and new version uploaded.EDIT2: Critical flaw with BFG. You cant switch to a different weapon if you use all the ammo with the BFG.
that's the point, the battery's power is depleted. however, i can't seem to figure out why the plasma rifle and bfg return to the 'original' ready state when you press or hold the alt fire key. it's weird because you can press the fire key to return to the 'empty' state i made, sort of a back and forth issue. anybody have a solution?EDIT3: When the plasmarifle is out of ammo and you select it, the idle animation doesnt play.
...and the idle anim is slower, as I suggested. In my posted code the gun fired faster aswell, but in your version, it fired faster because you changed it to adapt to the reloading (I think) (I hope that makes sense :s).eliw00d wrote:
the only change i made was the damage as you suggested.

Nevermind. That only happened in the code that I posted (which gives the gun an idleing sound). After ammo was depleted, it get stuck on an idle frame, and not the empty one. My faultthat's the point, the battery's power is depleted. however, i can't seem to figure out why the plasma rifle and bfg return to the 'original' ready state when you press or hold the alt fire key. it's weird because you can press the fire key to return to the 'empty' state i made, sort of a back and forth issue. anybody have a solution?

EDIT: If you hold AltFire when the plasmarifle has a full clip, the idle anim stops (until you let go). Dont ask why I would push altfire with a full clip, I just did

that's what the bfg has, but the problem persists. i can't figure out why it jumps to the regular idle frames upon hitting alt fire. blargh.DoomRater wrote:For the idle animation problem- try adding NoAutoFire to the weapon.
i guess i never really considered this before because my computer is pretty powerful, i'll see what i can do. does it lag only when they are spawning? because when they are inert they shouldn't lag to my knowledge.PhAyzoN wrote:I think the chaingunguy and Spider Mastermind shouldnt have bullet casings, when 1 fires (or even a room full of chaingunguys) alot the level lags a considerable bit
^
But at the end of both Alt and primary fire there is a Goto Ready, but the first line fo ready is the JumpIfNoammo, which jumps it to the empty frame. I noticed at the beggining of primary fire, there is a JumpIfNoAmmo (diddnt count 34 lines down to see what it does :/), but not in alt fire. That could be why?
@eliw00d
Only when they are spawing, yes. Which is inconvienient in the face of a spider :/ . My PC at home might not lag, but im away on my laptop (Athlon XP-M 3000+), and it lags a bit.
But at the end of both Alt and primary fire there is a Goto Ready, but the first line fo ready is the JumpIfNoammo, which jumps it to the empty frame. I noticed at the beggining of primary fire, there is a JumpIfNoAmmo (diddnt count 34 lines down to see what it does :/), but not in alt fire. That could be why?
@eliw00d
Only when they are spawing, yes. Which is inconvienient in the face of a spider :/ . My PC at home might not lag, but im away on my laptop (Athlon XP-M 3000+), and it lags a bit.